Sunday, 23 February 2020

FMP: Lady of the sword - Rigging, presenting (Marmoset, UE4)

The rig was quite time consuming. I tried rigging it in Maya, but I had some problems with it and ended up doing it in Max. The final result didn't look perfect, so I just converted it into an editable poly and fixed the flawed areas. I will definitely get back to this and do the rig again for the final hand in.
The presentation in Marmoset was almost done by the time I finished texturing, because I always take the time to plug in my unfinished textures in Marmoset, to see how they look like outside Painter. One of my tutors advised me to use one of my testure sheets (the most colorful one) as a background, and I think that advice did wonders for my presentation.






I still need to work on the UE presentation. I Put my character in engine and worked quite a bit on the materials and lights to make it look more like the Marmoset presentation, but I know it can be improved. My only problem now with UE is the eye shader. I had tried several methods to make the cornea transparent and mentain the "fake AO" i went for, but no matter what I did, the gradient is a little too harsh. Also, the normal information on the iris is barely visible, so I will probably need to find a fix for that, too.

Sunday, 2 February 2020

FMP: Lady of the sword - Baking and Texturing

The first baking test came out quite messy and I had to spend some time to solve all the baking errors I had (most of them on the gloves and fingers, some on the armour). The end result was the following:

I started texturing the caracter using the Metallic Roughness workflow, but when I got to painting the armour I found myself a little lost. In the concept, the metal looks very colorful, and I wanted to replicate that. For some reasons, whenever I tried to add colours to albedo channel, the transitions looked odd and harsh. I tried lowering the roughness, but still, the issue remaied.
 Then, I did some research on stylized texturing workflows and decided to switch to Specular Glossiness. My goal was to have the armour pop out with vivid colour variations, as in this image from Darksiders 2.Drawing the reflected colour made more sense to me than drawing the actual diffuse and the look of the metal soon started to resemble what I had been trying to achieve from the beginning.


After the presentation, my tutors told me there was no way to use the Specular Glossiness workflow inside Unreal Engine. Soon, I also found out there was no way for me to convert my texture sheets from Spec Gloss to Metal Rough directly in Substance Painter. However, that was not much of an issue, since I found a tutorial on how to convert those maps manually in Photoshop.
Progress of texturing:




Thursday, 23 January 2020

FMP: Lady of the sword - Retopology

The next step in my process was retopologising the high poly mesh. The whole process of retopology+UVs took me 6 days, since I tend to either retopologise subtools at an early stage inside Zbrush or start from a low poly mesh in 3ds Max.
The hair and the wing were probably the trickiest parts I had to figure out. The hair was made out of individual strands, made with a curve insert brush in Zbrush. They all had subdivision histoy, but even at the lowest level the mesh was a bit too high. So I proceeded to retop it manually,  with extra care for the hair strands that were detaching from the mesh.
Since the wing was supposed to have some thickness, I could not use an alpha for it - I needed actual geometry. I used the same approach and in the end I managed to get rid of most of the triangles.


Saturday, 18 January 2020

FMP: Lady of the sword - Sculpture


The first project that I chose to tackle was the stylized one. (concept by Taras Susak) I started with a reference sheet and a rough sketch drawn over the original concept, to gain a better understanding of how I could solve some of the areas that were not clear enough or not visible.


I tried to stay true to the concept as much as possible and add/remove/replace elements without changing the overall silhouette too much. One of the main issues were the baggy pants the character is wearing. At first I was not aware of the problem, but one of my tutors pointed out how they would cause clipping when  animating the character. Instead, I made the pants a little tighter around the thighs and added an extra piece of armour in the front to keep the general shape.
An issue I did not manage to solve completely was the positioning of the wing/shield. In the concept, the wing would not allow the character to move her right arm. In an attempt to solve that, I decided to make the inner part (where the wing connects) end just above the elbow. Even though it was a decision that made perfect sense to me, it resulted in a series of problems. It changed the positioning of the shield a little. Consequently, I could not make the cape connect to the wing in the same way and I decided to get rid of it completely.
The sculpting process took me around one week to complete, with an additional 2-3 days to polish, name and organize the subtools accordingly.





Saturday, 4 January 2020

Helmet Character

Unfortunately, I could not change the textures much, since I have an older version of Substance Painter. Instead, I painted an additional roughness breakup layer in Photoshop.
I had an attempt at making the cape shorter, but I could not make the UVs fit the UVs of the long version of the cape. I felt like doing a high and low poly shorter cape, baking it, texturing it and then combining the texture maps in Photoshop would be a little too much for me right now.
I also tweaked the setting a bit and this is the final result!





Friday, 3 January 2020

SoT Props Brief - finalizing

I wanted to separate the props and put each one on an individual texture sheet, but I realized that means I should rebake and retexture them. Instead, I spent some time refining the existing textures.


I tried to break the the continuous lines and make the edges look as interesting as I could and I also tried to erase the artifacts caused by the curvature generator. For example, on the back of the hurdy gurdy, the small red spots are caused by the fact that I decimated the high poly asset too low, and the curvature didn't bake correctly. Now I know for sure I won't repeat this mistake!
I didn't change the final shot too much. Here it is:


Sunset Overdrive Character Brief - hair and final tweaks



 Here is the final outcome of the project! It was an exciting process. I enjoyed it very much and I feel like I learnt a lot.

During the first week of the winter break I worked on the hair. It took me quite a bit to learn how to use Xgen. At first, it seemed unachievable since I had never even opened Maya before, and every tutorial I tried following discouraged me even more.


At some point, I found a very useful tutorial (link). I managed to generate a hair strand and render the albedo and alpha maps. Also, this article helped me a lot with generating the rest of the maps, as well as creating the hair material in Marmoset. (link)
Everything else was pretty straight forward. I arranged all the hair cards manually in 3ds Max, making use of the freeform tools.

1. AO  2. Albedo  3.Direction  4.Normal  5. Specular  6. Opacity

After the character was finished, I went on to create the prop. I decided it would be a guitar, as in the original concept and I opted for a BC Rich Warlock, since it has a really cool design. I modelled it in max, baked and textured it in Substance.


I  tried posing my model differently (as in the concept), but the pose looked unnatural and it didn't really fit the plain expression of her face. So I went for something basic.
i found it hard to decide on the lighting scenario. In the beginning, I went for something resembling studio lighting, but I experimented quite a lot with it and came up with some stage-like lighting.
Overall, I am pretty happy with the way this project came out.